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Who Needs Emotions? The Brain Meets the Robot

Who Needs Emotions? The Brain Meets the Robot

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obot emotion 301<br />

regime is marked with positive valence and balanced arousal, contributing<br />

to a contented affective state. <strong>The</strong> understimulated regime (large positive<br />

values) is marked with negative valence and low arousal, contributing to a<br />

bored affective state that can eventually decline to sorrow. <strong>The</strong> overstimulated<br />

regime (large negative values) is marked with negative valence and high<br />

arousal, contributing to an affective state of distress. Ano<strong>the</strong>r factor is progress<br />

toward achieving <strong>the</strong> desired goal of <strong>the</strong> active behavior. Success in achieving<br />

a goal promotes joy and is tagged with positive valence. Prolonged delay<br />

in achieving a goal results in frustration and is tagged with negative valence<br />

and withdrawn stance. It is also possible for <strong>the</strong> active emotion to ei<strong>the</strong>r<br />

contribute to or inhibit <strong>the</strong> activation of o<strong>the</strong>r emotions, making it difficult<br />

for a creature to be both happy and angry simultaneously, for instance.<br />

Because <strong>the</strong>re are potentially many different kinds of factor that modulate<br />

<strong>the</strong> robot’s affective state (e.g., behaviors, motivations, perceptions), this<br />

tagging process converts <strong>the</strong> myriad factors into a common currency that<br />

can be combined to determine <strong>the</strong> net affective state. For Kismet, <strong>the</strong> A, V,<br />

S trio is <strong>the</strong> currency <strong>the</strong> emotive system uses to determine which response<br />

should be active. In <strong>the</strong> current implementation, <strong>the</strong> values of <strong>the</strong> affective<br />

tags for <strong>the</strong> releasers are specified by <strong>the</strong> designer. <strong>The</strong>se may be fixed constants<br />

or linearly varying quantities.<br />

Emotion Elicitors and Arbitration<br />

All somatically marked inputs (e.g., releasers, <strong>the</strong> state of each drive, etc.)<br />

are passed to <strong>the</strong> emotion elicitors. <strong>The</strong>re is an elicitor associated with each<br />

basic emotion “gateway” process (e.g., anger, fear, disgust). <strong>The</strong> elicitor determines<br />

<strong>the</strong> relevance of its emotive response based on <strong>the</strong> myriad factors<br />

contributing to it. In a living creature, this might include neural factors, sensorimotor<br />

factors, motivational factors, and cognitive factors (Izard, 1993).<br />

Each elicitor computes <strong>the</strong> relevance of its affiliated emotion process and<br />

contributes to its activation. Each elicitor can thus be modeled as a process<br />

that computes its activation energy, E emot(i), for emotion, i, according to <strong>the</strong><br />

following function:<br />

excite<br />

inhibit<br />

E ()= i R ()+ i Dr ()+ i Em ()− i Em ()+ i Bh () i<br />

emot emot emot emot<br />

where R emot(i) is <strong>the</strong> weighted contribution of <strong>the</strong> active releasers, Dr emot(i)<br />

excite is <strong>the</strong> weighted contribution of <strong>the</strong> active drive, Em ()<br />

emot i is <strong>the</strong> weighted<br />

contribution of <strong>the</strong> o<strong>the</strong>r active emotions that excite this process, Em i<br />

emot<br />

emot<br />

emot<br />

inhibit ()<br />

is <strong>the</strong> weighted contribution of <strong>the</strong> o<strong>the</strong>r active emotions that inhibit this<br />

process, and Bh emot(i) is <strong>the</strong> weighted contribution of <strong>the</strong> behavioral progress<br />

toward <strong>the</strong> current goal.

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